An excessive amount of ender dragons and withers spawned using the /summon command.

Mobs come to exist by spawning in various ways. Most will spawn naturally, dependent on the light level and biome, often times in groups with mobs of the same variety. Most passive mobs also have the ability to breed, which will spawn baby versions of themselves. Mobs will not naturally spawn on transparent blocks, in water (except for squid, drowned, fish, dolphin and guardians), in lava, or on half blocks (slabs, stairs). The exception is monster spawners, from which they can spawn naturally on any block including air.

Some mobs (like the snow golem, and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed.

Mobs are affected by the environment in the same ways as the player: they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacked by weapons, etc.). Some mobs may be resistant or immune to certain hazards, such as Nether mobs which are immune to fire. Mobs can ride minecarts and other mobs, and can climb up ladders. When mobs are killed, they turn to dust and drop items which may be useful resources.

Each type of mob in Minecraft has a certain AI (Artificial Intelligence) system with different behaviors and mechanics. Mobs will ordinarily wander around at random if there is a player nearby and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced pathfinding system that allows them to traverse complex mazes to get to a desired object or destination. Passive mobs will flee in random directions after being hurt, while hostile mobs will face and chase/attack the player as soon as they come close. Neutral mobs will remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob will turn hostile toward and attack the entity that hit it. Most mobs are aware of players within 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away.

Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, or glass panes. All mobs will not attempt to walk on rail tracks, unless pushed on by other mobs.

Boss mobs are extremely durable and destructive hostile mobs specifically designed for longer, riskier, and larger-scale battles for players. They are generally immune to most status effects, and are capable of seeing mobs affected by Invisibility.

There are some mobs that have certain weaknesses. Sea creatures, like turtles for example, take more damage from tridents which are enchanted with Impaling. While immune to harming potions and drowning, skeletons take damage from fire and falls, and receive more damage from a sword enchanted with Smite.

This group of mobs includes zombies (and variants), skeletons (and variants), phantoms, withers, zombie horses and skeleton horses. These mobs are damaged by healing potions, while healed by instant damage potions, they are also immune to drowning and poison damage. Most undead mobs (with the exception of the undead horse variants, zombie pigmen, husks, wither skeletons and the wither), get set on fire from exposure to direct daylight. They also sink in water. All these mobs take more damage from weapons enchanted with Smite. Withers will also ignore them.
Most of undead mobs, have the ability to pick up items and some can spawn wearing armor or holding tools or weapons.

This group of mobs includes dolphins, squids, drowned, guardians, elder guardians, turtles and all variants of fish. They have no particular reaction to potions (except drowned, which are also undead mobs). They take extra damage from weapons enchanted with Impaling (except drowned) that also cause extra damage on players, immune to drowning (except dolphins) and most take suffocation damage if they stay on land too long (except guardians, elder guardians, turtles and drowned). Underwater mobs have the ability to swim, unlike other mobs, which simply float on water or sink underwater (except drowned).

This group includes wither skeletons, ghasts, zombie pigmen, blazes and magma cubes. Most nether mobs are variants on existing mobs: zombie pigmen are variants of the zombie, wither skeletons are variants of the skeleton and magma cubes are variants of slimes. All nether mobs are immune to fire and lava. It is unclear if skeletons and endermen should count as "nether mobs" because they spawn in The Nether but do not share many characteristics with the previously mentioned mobs, this also same to wither, since it can spawn on any dimension depend on where it created, but wither has immunity of fire like other nether mobs.

These generate on opaque blocks in almost all biomes and are generally easier to find. Farm animals are able to breed when fed their specific foods and comprise chickens, cows, pigs and sheep. Frequent monsters are creepers, skeletons, spiders and zombies, found in poorly lit environments. Endermen and witches mostly spawn individually and at a lower rate than other monsters.

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